Difference between revisions of "SCI/TODO"

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== TODO ==
{{Infobox_TODO|
=== Missing features (SCI0-SCI1.1) ===
taskname=SCI Engine TODO|
techcontact=[[SCI]] Engine Team|
subsystem=Engine|
}}


* Graphics
= Missing features =
** SCI1.1 Palette morphing (kPalVary and kAssertPalette)
*** kAssertPalette is used to make sure that the palette stays fixed to a custom palette number and is not affected by sprite palette. An example where this is utilized is QFG1VGA (for the day/night effects)
*** kPalVary is used for palette variation effects. An example is the first room of SQ5, when the simulator pod is lowered and Roger exits it. There is a palette variation (kPalVary) effect in that scene, where the initial red room palette slowly turns into the final blue palette. Currently, as a workaround, the final palette is set immediately
** Support for Japanese system font
** Scaling inside kAnimate - scaleSignal bit 1 triggers setting of scaleX/scaleY (animate.cpp)
** QuickTime videos for KQ6 CD Mac - assigned to clone2727


* Sound
== SCI0-SCI1.1 missing features ==
** Channel remapping
** Voice mapping
** Amiga sound support for SCI01/1 and Mac sound support for SCI1/1.1
** Sound fading is currently disabled, as it doesn't work 100% in all games (e.g. in the intro of Pharkas, at the music before the theme song)
** Proper song volume support, currently volume is reset to max whenever a new song is loaded
** The resource manager doesn't support external patches of audio36 and sync36 resources yet


* Parser
=== Sound ===
** Support for non-English text input
* Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the AdLib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to AdLib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
* Improve Amiga (SCI01/1) and Mac sound support ([[SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
* kDoAudio subops 12 and 13 (used in Freddy Pharkas: subop 12 is called while people are talking and subop 13 is called while the narrator's voice is heard)
* Adapt the CMS driver to support earlier SCI versions too.
* MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
* Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead
 
=== Mac-specific ===
* Support for the SCI1 Mac version of kGetEvent
* Support for the SCI1 Mac version of kNewWindow
* Support for SCI1.1 partially hardcoded icon bar
** Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
** kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.
 
== SCI2-SCI3 missing features ==


* Resource
* Support for Macintosh versions of games
** Support for SCI1.1+ Mac resources (in Mac resource forks)


* Kernel
= Known bugs =
** Support for the SCI1 Mac version of kGetEvent
** Support for the SCI1 Mac version of kNewWindow


== Known bugs ==
== SCI0-SCI1.1 known bugs ==


=== Graphics ===
=== Graphics ===
* Jones: windows in the center of the screen are sometimes off by one pixel
* Jones VGA/CD: Main character sometimes rendered with wrong palette
* KQ5: At least in the desert when getting the staff grahams head is where his feet should be and his body is completely gone. Fixes itself as soon as he walks
* KQ5 Amiga: No sprites are shown in the first scene of the intro (Castle Daventry and wizard)
* KQ5 Mac: The game uses a screen size of 320x190 and the offTop needs to be set to 0. However, setting the offTop to 0, messed up the priority screen. Without changing offTop, the menu bar will flicker when hovering over it.
* KQ6 CD: Flickering right in the first room when discovering the chest - caused by 2 lists that are being used on kAnimate. One rect overlaps with the ring animation, that's why it flickers.
* KQ6 floppy: Cel colors are wrong in the opening sequence after a SEQ video is played. Seems to be related with a screen transition effect
* KQ6 hires: character portraits are not erased properly. The engine scripts are asking to save/restore a smaller area than the one drawn on screen
* Quest for Glory 1 EGA: on character customization screen the percentage bar isn't shown
* LB2: The credits windows (about screen from the options menu) are incorrectly drawn above the character sprites
* LSL1 (new graphics code regression): doors at the casino wont open. A workaround is in place till the actual issue is found. Issue seems to be caused by signal of the door set too late or kAnimate being call too few times. If you move the .doit calling code to the end of kAnimate door will open.
* LSL5: tramps casino: when woman asks about random number, cursor of textedit control is not correctly positioned (i am not able to replicate the issue though there are still problems with textedit control that will get fixed)
* LSL5: Window placement is not 100% like sierra sci. it seems this only happens on windows with shadows. In sierra sci shadows are shown so actually the window is moved one up. Under our engine the shadow is not there, because the window is outside screen
* SQ1: Ulence Flats - when entering the ship, another ship appears. We see this ship shortly completely and then it starts appearing - not related to kAssertPalette/kPalVary, as they didn't exist in SQ1
* SQ1: Some effects missing (example: when destroying lasers on kerona) - not related to kAssertPalette/kPalVary, as they didn't exist in SQ1
* XMAS88: View position off by one in fireplace scene (maybe also goes for other views?)


=== Sound ===
=== Sound ===
* Freddy Pharkas: Calls unimplemented kDoAudio subop 12 while people are talking and subop 13 while the narrator's voice is heard
* The Tandy/PCjr driver needs more work
* (New sound code regression) Some sound effects are cut off prematurely, e.g. the "Where am I?" sample in the intro of SQ3
* Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
* Castle Dr. Brain: in the first room, some notes aren't played during the memory puzzle
* KQ5: End credits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - the resource is uncompressed inside resource.000 right at the end, this is definitely no decompression or resource size error
* LSL6: when saving when music is fading out (and restoring) the music will stay on that level and keep playing - we should check for fading and modify selectors to the endpoint


=== VM ===
=== VM ===
* Castle of Dr. Brain: Some of the scrolling text in the computer trivia room (room 220) is not scrolled properly - i.e. it's 'stickied' on screen for a bit. Code related to this issue is inside GfxPaint16::kernelDisplay() (the text displacement code for SCI1 late games). This code fixes the KQ5 credits, but breaks this scene in Brain, so there must be a subtle bug somewhere
* LSL6: =NOT OUR BUG= sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
* Castle of Dr. Brain: Loading a saved game made inside the puzzle room (room 360) shows an empty grey screen. That particular room does not have a background
* PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
* Iceman: when playing the ball game, but standing on the right side, ego will walk against the net and the game will get seriously broken
* QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
* Iceman: displays the warning "NodeValue() on a NULL pointer attempted" at numerous points during the map table scene
* QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.
* Island of Dr. Brain: right at the first puzzle clicking on the bricks on the bottom of the screen makes the engine freeze (endless loop)
 
* Longbow: After leaving the cave and the conversation that follows, a list is not sane anymore (perhaps it's related to pathfinding? There's a relevant warning just before this occurs)
=== Known Warnings ===
* LSL1: bartender animation when ordering a whiskey and the rat animation in the room with the drunken man are much too fast
* KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
* LSL2: Restoring a game in the first screen moves the cels up by some pixels (e.g. the road sign). Cel positions are fixed when exiting and reentering the scene
* KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
* LSL5: one screen nearly at the end with text disappears far too quick
* LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
* QFG1 EGA: displays the warning "List node at x is not sane anymore" when the dinosaur snaps at you during the intro
* LSL6: WARNING: Attempt to read character from non-raw data! during end credits
* QFG1 VGA: when casting open, stack underflow occurs
* PQ2: WARNING: ADLIB: Invalid patch 124 requested!
* QFG1 VGA: when throwing rocks at the target south of town - script 0x3a2 does not have a dispatch table and unexpected request for outgoing references from clone at 002c:0000 occur
* PQ3: During End Sequence, WARNING: kDoSound(setHold): Slot not found (0026:0fc4)! and WARNING: Unhandled SCI MIDI command 0x51 (parameter 1)!
* QFG1 VGA: when winning any random monster fight - attempt to peek invalid memory at 0000:xxxx, segmanager::dereference():attempt to dereference invalid pointer 0000:aa26 occur
* QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game
* SQ3: calls functions from a script which has already been unloaded when Roger climbs up the ladder from the rat cave (the place containing the reactor at the very beginning of the game) - NOTE: This should be fixed in ScummVM, to the best of my knowledge
* SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"
 
== SCI2-SCI3 known bugs ==
 
* Please check the [https://bugs.scummvm.org/report/12 bug tracker]

Latest revision as of 01:49, 24 April 2017

TODO List
Name SCI Engine TODO
Technical Contact(s) SCI Engine Team
Subsystem Engine

Missing features

SCI0-SCI1.1 missing features

Sound

  • Voice mapping. This is used by all SCI games to assign hardware voices to midi channels in the AdLib and FB-01 drivers. So, for example, if a song tries to play more than 9 notes at the same time, we need to stop an earlier note. We currently do this round-robin, while we should be respecting voice assignments. If a game sets 3 voices for piano, we should not take one away unless 4 piano notes are played, then it's OK to stop one piano note. Currently if a song were to use 5 notes at once we would just play them all, even if that midi channel was set to use 2 voices, and those 3 extra notes might stop more important notes, e.g. in the melody. This has been implemented for SCI0, but it's not hooked up to AdLib at the moment. Also we're not sure if the initial voice assignments are in the MIDI stream in SCI1 (they're not in SCI0). Of course, channel remapping has an effect on this too
  • Improve Amiga (SCI01/1) and Mac sound support (same format)
  • kDoAudio subops 12 and 13 (used in Freddy Pharkas: subop 12 is called while people are talking and subop 13 is called while the narrator's voice is heard)
  • Adapt the CMS driver to support earlier SCI versions too.
  • MT-32 is only using 10 channels (1-10), but our music code always assumes 16 channels leading to lost notes
  • Rewrite the MIDI parser (which is using ticks) so that it uses byte offsets instead

Mac-specific

  • Support for the SCI1 Mac version of kGetEvent
  • Support for the SCI1 Mac version of kNewWindow
  • Support for SCI1.1 partially hardcoded icon bar
    • Images stored in PICT resources (tags: 'IBIN' (not-selected), 'IBIS' (selected), 'PICT' (inventory image))
    • kPlatform subop 4 is called various times for the icon bar. One call sets up the scripts for the icons, etc.

SCI2-SCI3 missing features

  • Support for Macintosh versions of games

Known bugs

SCI0-SCI1.1 known bugs

Graphics

Sound

  • The Tandy/PCjr driver needs more work
  • Castle Dr. Brain: In the programming puzzle room 280 the music is using one bad instrument
  • Castle Dr. Brain: in the first room, some notes aren't played during the memory puzzle
  • KQ5: End credits song is broken (resource 699). we are now filtering out invalid channels, but at the end of the song it plays back garbled somewhat. This video proves that it worked fully in original sci http://www.youtube.com/watch?v=GerEZ68YSzc - the resource is uncompressed inside resource.000 right at the end, this is definitely no decompression or resource size error
  • LSL6: when saving when music is fading out (and restoring) the music will stay on that level and keep playing - we should check for fading and modify selectors to the endpoint

VM

  • LSL6: =NOT OUR BUG= sometimes the tram does not stop. This is a game script issue and not an engine one, but we should still figure out what goes wrong and fix it. To make it work -> see SCI bugs
  • PQ2: Room 26 isn't exitable - happens if you warp from inside the car at the start into room 26 - happened to me during the game although I'm not unable to reproduce it anymore. I guess I did something differently last time.
  • QFG1 EGA: when buying something from the shop and the merchant is reading at that time, it will get bought twice
  • QFG1 VGA: ending music isn't played at all. no sound calls are done, so I guess it's VM.

Known Warnings

  • KQ5: Warning - kStrAt with offset 0xFFFF is called when graham gets the staff, also happens when getting the heart in the forest
  • KQ5: Warning - try to peek at 0:0, 0:2 and 0:4 most of the time when dialogue windows appear
  • LSL5: Warning - Invalid character in kReadNumber input (happens right at the start of the game)
  • LSL6: WARNING: Attempt to read character from non-raw data! during end credits
  • PQ2: WARNING: ADLIB: Invalid patch 124 requested!
  • PQ3: During End Sequence, WARNING: kDoSound(setHold): Slot not found (0026:0fc4)! and WARNING: Unhandled SCI MIDI command 0x51 (parameter 1)!
  • QFG1EGA: Invalid adlib patch 1xx used, occurs several times in the game
  • SQ4: During intro - "WARNING: Unhandled SCI MIDI command 0x0 (parameter 0)!"

SCI2-SCI3 known bugs